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Any one use Interceptors and yes what configuration


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I think people miss my point. I feel that being overly specialized in a low model count army is a road to disaster, while going with a more generalized build adds needed flexibility. I'm not saying "take Psycannons to shoot flyers". I am saying "incinerators can't shoot flyers, but Psycannons can shoot infantry, MCs, FMCs, Tanks, buildings, while incinerators are really only good versus infantry". I like to list build for tournaments where I'll need to be able to handle anything that pops up, not for "Joe always takes Tau".

 

The psycannon can engage all those targets, but your odds of doing anything meaningful aren't great. You are in 2-shot mode most of the time (unless you camp, which is a waste, because you could've taken Purifiers instead), and the sooner you get into melee the sooner you aren't being focus fired to death (the traditional problem of Assault Marines, who have been unusable for something like 3 editions now). I don't think incinerators really affect how you'd go taking on a tank or an MC over a psycannon, but against infantry not in 2+ armour, incinerators are golden and will often kill more. 

 

Quad psycannon on Purifiers stands a reasonable chance of actually killing a tank when they fire. Same for MC's and Flyers. 

 

If you want anti-armour for Knights, take DK's, PsyDreads or Allies. Our army traditionally doesn't handle enemy vehicles well. 

Yes and no. In this instant I'd put the halberd on the justicar and hammer elsewhere. Bute personally, I wouldn't even put special melee weapons in the squad. They dont have the attacks to support it IMHO. I use them purely for harassment, I don't generally want to commit them unless it's a very good reason
Yes and no. In this instant I'd put the halberd on the justicar and hammer elsewhere. Bute personally, I wouldn't even put special melee weapons in the squad. They dont have the attacks to support it IMHO. I use them purely for harassment, I don't generally want to commit them unless it's a very good reason 

 

Well they're far deadlier in melee than at range, and you're likely to get the charge a lot (being Jump Infantry). I would put them into melee where possible anyway, so you can hide from the enemy's guns. 

no they arent deadlier in melee...add in the snap fire and they only get 1 attack in CC...2 on the charge is ok, but they get S5 shooting and incin/psycan in range...they are purely a harassment unit...hitting most units on 4's and wounding on 4's without HHand...sure you can give them rerolls and Hammerhand, but that requires quite a bit of support

 

sure you can use them in CC but they are far deadlier in range

no they arent deadlier in melee...add in the snap fire and they only get 1 attack in CC...2 on the charge is ok, but they get S5 shooting and incin/psycan in range...they are purely a harassment unit...hitting most units on 4's and wounding on 4's without HHand...sure you can give them rerolls and Hammerhand, but that requires quite a bit of support

 

I'm pretty sure S6 AP3 force weapons is scary as hell to most things. Short of Terminators, no one else wants to get stabbed by Interceptors, especially not on the charge. Re-rolls would be nice but its hard to do (we don't have fast 'Prescience' platforms who can keep up), and our Bro-Champ cannot into teleporter. 

 

Their shooting is nice for an assault unit, but the longer you stay at range, the longer the enemy have time to murder you with massed fire. Interceptors (like DK's) are going to be caught out of position a lot, as they have to get aggressive to be effective. Besides, Interceptors actually benefit from only half-murdering the enemy unit they charge, as it means you'll exit combat at the end of your opponents Assault phase, and thus remain unable to be shot during their turn. 

But then you are relying on the power to go off, lest you be s 4. While respectable, that's allot less scary with no rerolls and likely no support. Also, since they likely have incinerators, remember those two won't have their nemesis weapons either. 11 power weapon attacks going to 9 isn't a pretty hit, and since you have to get close to use those incinerators and can't charge after a shunt, you are dangerously exposed to a charge yourself
But then you are relying on the power to go off, lest you be s 4. While respectable, that's allot less scary with no rerolls and likely no support. Also, since they likely have incinerators, remember those two won't have their nemesis weapons either. 11 power weapon attacks going to 9 isn't a pretty hit, and since you have to get close to use those incinerators and can't charge after a shunt, you are dangerously exposed to a charge yourself

'Hammerhand' is Mastery 1, so its pretty easy to get off. Also, I've found in my games that because GK generate so many WC, you can basically bully your opponent into Denying only a couple of spells. I gurantee most people will throw all their dispel at an 'Invisibility' casting, and let your 'Hammerhand' through.

You can choose who to be in melee with, you're Jump Infantry with Shunt. Interceptors should be picking the most unfair fights they can ie Lootaz, Havoks, artillery vehicles, Pathfinders etc. Those kinda units are not going to charge you.

Let them charge, that's another 2D3 incinerator hits and overwatch with psybolt storm bolters and if you did get off hammerhand it will still work in their assault phase biggrin.png

Exactly, which is why 'Blessings' are so powerful if they're let through.

 

But then you are relying on the power to go off, lest you be s 4. While respectable, that's allot less scary with no rerolls and likely no support. Also, since they likely have incinerators, remember those two won't have their nemesis weapons either. 11 power weapon attacks going to 9 isn't a pretty hit, and since you have to get close to use those incinerators and can't charge after a shunt, you are dangerously exposed to a charge yourself

'Hammerhand' is Mastery 1, so its pretty easy to get off. Also, I've found in my games that because GK generate so many WC, you can basically bully your opponent into Denying only a couple of spells. I gurantee most people will throw all their dispel at an 'Invisibility' casting, and let your 'Hammerhand' through.

 

Just on that, you have to be careful you don't cast at too high a level. An opponent with only three or four dice isn't going to waste them on your 4+ manifested points for Invisibility, but he might just use them on the one or two points you scored for Hammerhand (or prescience or whatever).

Just on that, you have to be careful you don't cast at too high a level. An opponent with only three or four dice isn't going to waste them on your 4+ manifested points for Invisibility, but he might just use them on the one or two points you scored for Hammerhand (or prescience or whatever). 

 

I cast every power I can reasonably attempt every Psychic phase. If they can't dispel without quad boxcars, then I'm happy too. You are correct about dispel pool though, without their own psykers its abysmal (at best 6 dice versus my at best 20 casting dice). I usually roll 3-4 dice for Mastery 1 powers anyway, for Mastery 2 I regularly roll 5 or more (I'm happy to eat Perils if I get 'Invis' up at crucial moments). So, they usually have to throw everything at one of my castings of 'Prescience', 'Hammerhand' etc, or just ignore it (as you need at least 4 dispel dice to stand good odds of even a single 6 coming up). 

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